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Male Halfling Rogue 30/Cleric (Vandis) 1/Perfect Wight 1, age 43

Here is where we put in stuff about history, appearance, and personality. Talo has green hair and light red eyes. Or is it the other way around?

Talo CR 32
Male Halfling Rogue 30/Cleric (Vandis) 1/Perfect Wight 1
NG Small humanoid (halfling)
Divine Rank 0
Init +16; Senses Perception +39
Languages Common, Halfling
Height 3 ft. 6 in., weight 65 lb., age 43.
XP: (ECL 32) 496,000 + 31,999 = 527,999 + 1 = 528,000 (ECL 33)

AC 62, touch 37, flat-footed 62 (20% miss chance); Dodge, Epic Dodge, improved uncanny dodge, uncanny dodge
hp 386 (32 HD); defensive roll; DR 10/epic
Immune fear (from Darkness domain);
hold, paralysis, slow (from freedom of movement);
transmutation (polymorph, petrification, any attack which alters form), energy drain, ability drain, ability damage, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) (from divine rank 0 and do not apply to effects from beings of divine rank 0 or higher);
Resist SR 32; evasion, improved evasion, slippery mind, acid 30 (0), cold 30 (0), electricity 30 (0), fire 30 (5), sonic 30 (0)
Fort +27, Ref +43, Will +23
Speed land 50 ft. (10 squares), burrow, swim 50 ft. (10 squares), climb 25 ft. (5 squares); freedom of movement
Melee Small +14 spiked chain +52/+47/+42 (1d6+14+3/20)
Ranged Medium +14 hand crossbow (30 ft.) +52 (1d4+14/19-20)
Base Atk +21 (BAB +15); Grp +24
Attack Options Blind-Fight, Blinding Speed, Combat Reflexes, Hold the Line, Improved Unarmed Strike, Stand Still, crippling strike, opportunist, sneak attack +15d6, sneak attack of opportunity
Special Attack spells

Magic Rating 8
Cleric Spells Prepared (CL 8):
1st— comprehend languages, divine favor, obscuring mistD
0— detect magic, light, mending
D Domain spell.
Darkness (Free Blind-Fight feat)
1st—obscuring mist, 2nd—blindness/deafness, 3rd—blacklight, 4th—armor of darkness, 5th—darkbolt, 6th—prying eyes, 7th—nightmare, 8th—power word blind, 9th—power word kill
Dream (Immune to fear effects.)
1st—sleep, 2nd—augury, 3rd—deep slumber, 4th—phantasmal killer, 5th—nightmare, 6th—dream sight, 7th—greater scrying, 8th—power word stun, 9th—weird.)
Abilities Str 16, Dex 42 (30), Con 22, Int 22 (16), Wis 15, Cha 15
Inherent Bonuses Strength +5, Dexterity +5, Constitution +5, Charisma +5, Intelligence +5, Wisdom +5
SQ halfling traits, improved invisibility (Su) 1/day @ CL 20, quasi-deity powers, trap sense +10, trapfinding
Feats Armor Proficiency (Light, Medium, Heavy), Blind-Fight, Combat Reflexes, Dodge, Hold the Line, Improved Unarmed Strike, Quick Draw, Shield Proficiency, Stand Still, Weapon Finesse, Weapon Group (Basic, Crossbows, Exotic, Flails & Chains), 3 1/3 Feat Points available.
Epic Feats Blinding Speed, Dexterous Fortitude, Dexterous Will, Epic Dodge, Improved Combat Reflexes, Self Concealment (2), Sneak Attack of Opportunity
Skills Acrobatics (Balance, Jump, Tumble) +53, Appraise +6, Bluff +2, Climb +40, Concentration +6, Diplomacy (Diplomacy, Gather Information) +2, Disable Device (Disable Device, Open Locks) +51, Disguise +37, Escape Artist +43, Heal +2, Intimidate +2, Knowledge (Religion) +13, Knowledge (The Planes) +13, Linguistics (Decipher Script, Forgery, Speak Language) +6, Perception (Listen, Search, Spot) +39, Ride +16, Sense Motive +2, Sleight of Hand +16, Stealth (Hide, Move Silently) +53, Survival +2, Swim +3, Use Magic Device +37, Use Rope +16
Possessions: Small +14 spiked chain (3,920,000), Medium +14 light hand crossbow (3,920,000), bracers of epic armor +15 (2,250,000), ring of epic protection +10 (2,000,000), amulet of natural armor +10 (2,000,000), shirt of epic resistance +8 (640,000), gloves of dexterity +12 (1,440,000), headband of intellect +6 (36,000), ring of Vandis (superior invisibility and major universal energy resistance (30) and freedom of movement) (660,000), wings of flying (54,000), 3,014,237 gp.
Equippable Possessions greater demolition crystal (6,000), greater fiendslayer crystal (10,000), greater truedeath crystal (10,000)
Assets manual of bodily health +5 (used) (137,500), manual of gainful exercise +5 (used) (137,500), manual of quickness of action +5 (used) (137,500), tome of clear thought +5 (used) (137,500), tome of leadership and influence +5 (used) (137,500), tome of understanding +5 (used) (137,500).

Crippling Strike (Ex): Talo can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): Talo can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), Talo can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll - if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, Talo's evasion ability does not apply to the defensive roll.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Talo takes no damage with a successful saving throw.

Halfling traits

  • +2 Dexterity, -2 Strength.(included in listed statistics)
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
  • Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Improved Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Talo takes only half damage on a failed saving throw.

Improved Invisibility (Su): Starting at 1st level, the perfect wight gains the benefit of improved invisibility once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). The improved invisibility is as the spell cast by a 20th-level caster.

Improved Uncanny Dodge (Ex): Talo cannot be flanked. Another rogue cannot sneak attack him unless that rogue is four or more levels higher than he is.

Opportunist (Ex): Once per round, Talo can make an attack of opportunity against another character who has just been struck in melee by another character.

Quasi-deity powers

Creatures of divine rank 0 are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

A divine rank of 0 provides the following effects:

  • All deities that are outsiders have all alignment subtypes that correspond with their alignment.
  • Maximum hit points for each Hit Die
  • A much enhanced speed:

    Size Biped
    (two or fewer legs)
    (three or more legs)
    Fine 20 ft. 60 ft.
    Diminutive 30 ft. 70 ft.
    Tiny 40 ft. 80 ft.
    Small 50 ft. 90 ft.
    Medium 60 ft. 100 ft.
    Large 80 ft. 120 ft.
    Huge 100 ft. 140 ft.
    Gargantuan 120 ft. 160 ft.
    Colossal 140 ft. 180 ft.

    Use the Biped column for burrow and swim speed, regardless of form.
    Use half the value in the Biped column for climb speed.
    Use twice the value of the Quadruped column for fly speeds if capable of flying.

  • A deflection bonus equal to the deity's Charisma bonus, if any.
  • A variety of immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
    • Immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
    • Not subject to energy drain, ability drain, or ability damage.
    • Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Fire resistance of 5 + divine rank.
  • Spell resistance of 32 + divine rank.
  • All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.

Divine rank is a factor in several other effects, but has no visible effect for a quasi-deity:

  • A field of divine energy encompasses the deity's body and provides a divine Armor Class bonus equal to the divine rank.
  • A deity gets its divine rank as a divine bonus on all attack rolls
  • A deity gets its divine rank as a divine bonus on all saving throws.
  • A deity gets its divine rank as a divine bonus on all skill checks, ability checks, caster level checks, and turning checks.

Sneak Attack: If Talo's opponent is ever denied his Dexterity bonus to AC, or if Talo flanks him, he does an extra 15d6 damage on each attack.

Slippery Mind (Ex): If Talo is affected by an enchantment spell or effect and fails his saving throw, he can attempt it one round later at the same DC.

Trap Sense (Ex): Talo receives a +10 dodge bonus to AC against attacks by traps and a +6 bonus on Reflex saves to avoid traps.

Trapfinding: Talo can use the Search skill to find traps with Search DCs higher than 20, and the Disable Device skill to disarm magical traps.

Uncanny Dodge (Ex): Talo does not lose his Dexterity bonus to AC when he is flat-footed or fighting an invisible opponent.

Copyright © 2015 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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